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CC'ed back to the list so if anybody else wants to comment they can.
What format is your texture defined as (i.e. the internal format in the original glTexImage2D). Are they float textures or straight 8 bit components?
It is also definded as float. We use the float texture, as our buffer in main memory anyhow has to hold float values, as two images are blended by mask channel.
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, TILESIZE, TILESIZE, 0, GL_ALPHA, GL_FLOAT, tempbufferalpha); }
Does the height parameter really make a difference? You description would suggest no, but your comments say yes.if we use odd image height it works, only at some even values the effect apears. The artefact is always at the rigt side (end of teh line)
Do you see the same on the left side if you change the offset?
That's very odd and I don't understand it.
If you are using 8-bit textures, then I wonder if you might have more luck if your texture data was passed as 8-bit values rather than floats. If that works I think you've found a bug. (glTexSubImage updating 32-bit value based on input format rather than texture format)
It is also strange, that the same code works fne on Tiger and on Windows systems.
| References: | |
| >glTexSubImage2D, Leopard (From: loMadi <email@hidden>) | |
| >Re: glTexSubImage2D, Leopard (From: Paul Sargent <email@hidden>) |
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